VGX Texture/surface mapping
Marc Andreessen
andreess at mrlaxa.mrl.uiuc.edu
Sun Apr 28 20:56:06 AEST 1991
I don't have access to a VGX at the moment, but I'm very curious as
to how the hardware texture/surface/image-mapping works. I understand
it's done with the extra bitplanes; how does that work? Can it be fed
arbitrary images? I saw an SGI demo videotape way back when, with a
VW Bug 'reflecting' its environment (which wasn't actually being rendered);
the SGI rep called this (I think) environment mapping. How does that
work?
As if that weren't enough: What additions have been made to the pipeline
and GL to handle all this? What's the performance penalty? And finally,
given that this (as well as, I understand, atmospheric effects) is now
supported in hardware, what's left to be implemented within the GL paradigm?
Marc
--
Marc Andreessen___________University of Illinois Materials Research Laboratory
Internet: andreessen at uimrl7.mrl.uiuc.edu____________Bitnet: andreessen at uiucmrl
More information about the Comp.sys.sgi
mailing list